I have an android app that connects to a computer version of the app. The computer version stores a list of people in the wait line. It is pretty much a wait line manager. New people come in the peopleInLine variable grows in one, people go out peopleInLine decreases in one.
My goal is to update all users of the app whenever peopleInLine changes.
Only the people who are connected to the computer version in the moment receive the updates.
I thought of:
Adding a peopleInLine field in a database and the computer version updates it when peopleInLine changes. The clients go and check the peopleInLine field every second to see if anything changed.
Or
Keep the connection between the clients and server(I'm using sockets) and whenever peopleInLine changes the server sends it through the socket.
The problem is that the server will be in a computer that will be in a store managed by the store employees. I think the second solution can put a lot of pressure in the computer assuming millions of people are connected at the same time.
The best way to maintain the sync between the clients and the server is using sockets. You can join all clients to a multicast address, and when the server changes state it sends the message to the multicast address and all your clients will receive it.
If you don't want to use sockets you can implement a REST API in the server and run a thread on the clients to periodically (lets say 10 seconds) check if the server changed. (This is a very naive solution)
Other solution would be to use another service to notify the apps that the server status changed. (e.g. Google Firebase)
Good luck
Related
I'm working on an shopping list app where all the family can connect to the same list.
How can i make and save the list on one device and then connect from all the devices to the list?
What you need is the concept of Websockets.
WebSockets represent a long awaited evolution in client/server web technology. They allow a long-held single TCP socket connection to be established between the client and server which allows for bi-directional, full duplex, messages to be instantly distributed with little overhead resulting in a very low latency connection.
Thats means if you create a server with a web socket connection, and you allow other clients(android) to connect to that connection. You can send messages back and forth and every device connected will recieve it. All connected is how i like to call it. Think socket.io and node.js.
You can't fetch the device data without having a medium or network in between them and if you choose Bluetooth or wifi then your data will be local and other family member living another city won't be able to contribute. so at last if i'm guessing right you need a synchronised database which can give you realtime updates from another user.
This is where Firebase Realtime database comes in. you can use it in your project, it's easy and takes few minutes to configure.
since all the user will have their own app they can contribute to same database and others can see it instantly.
Read the docs here for android
I've been through different questions about this topic, however, none of them have cleared my doubts on the best approach notifying the client side of a server-client IM app.
The Problem:
The whole problem is how to notify the client application of updates. I've alread seen the following approaches:
Clients keeps checking for updates: From time to time, client app performs a check in the server to see if there are updates for that specific user;
Problem: it is not performatic at all. Suppose you have one million users and each one of them checks for new updates every second. Serve would have to deal with one million requests per second. Wont work.
Client app opens a socket: The client app opens a socket and sends its address to the server. Server, by its turn, persists this information and connects to the socket whenever it needs to notify the client of some update.
Problem: Often the client will be connected to a NAT, so, the IP it has access to is in a non-visible range. In order to send messages to this client, a port forwarding in the NAT would have to be configured, which can't be done.
Despite of the technology, I think this approach will always be used, however, I have no idea how the problem described above can be solved.
Google Cloud Message (GCM): use the GCM service to notify the client of any update. Problem: It does't seems right to use a third server to handle the IM and it raises concerns about the scalability of the system. When the number of messages and users increases exponentially, it seems that the service will go down. Despite that, it seems that passing the information for two servers before delivering to the targets just adds bottlenecks in the process.
A combination of 2 and 3: uses GCM to reach the client when the last persist addres is no longer available.
Problem: same as described in 2
XMPP: I've seen many answers indicating the use of XMPP for IM applications, however, XMPP is a protocol - as per what I've foun in the web. I don't see how it can solve the problem described in 2 for instance.
Given the options above, can someone indicate me what line should I try to go for? Which one of these approaches has the best chances of success?
Thank y'all in advanced.
Use Google Cloud Messaging. Opposing to what you stated this service is built to scale to billions of users it will generally not introduce performance bottlenecks.
What you basically want to do is to use the messaging service to wake up devices. If you insist you can then still use your client server approach and thus your own protocol to have the client lookup new messages from the backend.
when building a server, one sometimes performs asynchronous tasks from client to server (which responds to client in asynchronous time),
or the server needs to send the client a message
now if the client is listening at all times (meaning polling) it takes a lot of resources which is problematic
here is where I assume the operating system steps in and assumes the role of polling for the appropriate port, and letting the application know using the appropriate event (the application subscribes using the OS API)
am I right in my assumptions?
how do I subscribe to a port using the OS's API? (lets say android for the sake of argument)
how is a message from server to client work exactly?
and how does the server know the client's IP at all times?
I have seen many questions in the subject, but wasn't able to figure out the big picture
Edit:
I am using GCM in android, but have seen other apps that does not use it and still manage to do it right, also it's a more general question as to what is the right approach in java VS. any operating system it uses (ubnutu, windows, android, etc.)
Totally right - polling is typically a waste of resources. Until recently, many apps would either keep a socket open and poll every few minutes to keep it alive, or make periodic HTTP calls to a server.
Nowadays, Google Cloud Messaging is used by most apps to push data instead of constantly polling. As you correctly guessed, this is implemented by maintaining a persistent connection with Google's servers. The advantage of this is that it's very efficient for battery life, and that all apps can use this one resource to send push notifications, instead of each app having to poll a different server or create its own persistent connection.
The idea is that you send requests to GCM from your server (this can be in response to user activity, etc), which sends it to all of the client's devices. You can either send a message with a small payload (up to 4kb) or a "send-to-sync" message, which tells an app to contact the server (e.g. to sync new data from the server after user changes).
here is where I assume the operating system steps in and assumes the role of polling for the appropriate port, and letting the application know using the appropriate event (the application subscribes using the OS API)
GCM pushes messages to clients, so there isn't active waiting like you'd see in a simple polling system.
how is a message from server to client work exactly? and how does the server know the client's IP at all times?
There's no need for servers to know the client IP, as any online android device will typically maintain a connection with GCM. Targeting specific users is done via User Notifications.
(Oh, and I realize that your question is more general than just Android, which I have more experience in, but iOS has a similar system in place. Some developers I've met like to use Parse for managing push notifications).
I have several PC's on each of them I set small swing application that get data with JSON request to one web server. Can I receive the data from web server without to send request to the web server, with other words can the Web server send the data without the Java application to ask for this?
If you have enough server resources
you can consider usage of websockets.
Every PC can open a socket to the server.
When you open the socket you need to send to the server, the pc's unique ID.
Then you need to store this ID in some database or file that will contain all online pc's and sockets .
Then the Server will be aware which pc's are online and which socket to use to communicate with this pc. After this you can send whatever information you need to this PC depending on your application.
This can be implemented in several ways. One common way would be to open a connection and do blocking read in the client application. On receiving something it will look like push from the server. Then you process the push and do another blocking read.
Another option would be doing regular checks if there is something for you on the web server. You set the retry interval frequent enough so it will look like real time push from your app point of view.
If you use HTTP i think the smartest way is to drop the realtime requirement and use a thread that polls the server every 5 seconds. Keeping a HTTP Connection open all time is expensive as it blocks a request processor thread and limits the amount of clients you can have.
You might also consider moving to something like a registration mechanism if you really need near-realtime updates which is often not the case. You would have to open a Server on the clients and have the server push the updates after clients registered their Address with the server.
I'm programming an Android multi-player game, which basically consist of a server where the clients connect and exchange messages. When the player connects to a server, a player list is return to him/her. A player can then select a user to challenge - of course he must select a player from the player list, which only contains connected users.
When a player1 challenges player2, a message needs to be transmitted from player1 to the server, which in turn must send a message to the player2, notifying him about the challenge. The player2 can then accept/decline the challenge.
I can use the following techniques to make this happen:
Use custom server/client with Java socket programming. The server basically accepts a connection from the client, spawning a new thread for each connected client. The problem with this are:
There needs to be a persistent connection open from client to server wasting battery life of the android phone. This is not really big limitation since the battery isn't consumed that much.
When I'll want to develop another game I'll have to rewrite the client/server code from the scratch - also choosing another port to listen for incoming connections - the whole concept gets rather difficult to maintain.
I'm also worried if this is the way to do it. Spawning another thread for each clients sound quite a lot if thousands clients are connecting at the same time. But I'm guessing the PC games do it like this. Not sure about android.
Use Java REST jersey to build the client-server on top of HTTP. This would be a perfect solution if the server could easily send notifications to clients. There are actually multiple design decisions here:
the client pulls the server for any new data/notifications every few seconds - this is really bad, since we're stuck with non responsiveness, delay, etc.
the client can send a waiting request to server, so the client receives the response only after some data becomes available. This is better, but can still produce a delay when two notifications one after another need to be sent to the user. The first notification is sent instantly, since the client already has a connection open, waiting for data to receive. But we would have to wait for the client to initiate another long http request to receive the second notification. The problem gets bigger as there are multiple notifications that need to be send in a row to a specific client.
the client can initiate a http streaming, where the communication is left open when the request is handled, so the server can also send multiple messages to client whenever it wishes. The problem here is that I don't know how well this works on Android. I've looked at several implementations:
Java jersey + atmosphere: didn't succeed in actually making it work. This seems the most promising, but I don't want to spend too much time on it, since I'm not even sure if it does what I want.
Deacon: seems pretty neat, but after seen the video tutorial on their official web page, I'm not sure that it can do what I need. When a player1 challenges player2, can it send a notification to player2 letting it know about the match request?
I would be glad to know how other multi-player games handle the network communications, if the two players are playing the game over the network.
I'm also open to a totally new suggestion how to achieve what I want. I can pretty much code anything, so don't hesitate to let me know of some more difficult way to achieve the network communication.
Let me also mention that I'll be glad to implement a totally specific method to work in my case, so it can be anything that will do the job done, but I'm also looking at more general way for communication between clients and server. So that I can program an interface/whatever and reuse the code in other android games, android applications.
I hope I presented the problem allright and that I'll receive some valuable answers.
Thank you
You should take a look at XMPP. It's a protocol (originally created for chat programs) that allows sending of xml data between users.
It has a separated client-server relationship, so that you can focus on developing a client application fit for phones, and a different server depending on your needs.
There are loads of information available on the protocol (I should know, I wrote a thesis about using the protocol in game applications), but you can start by looking it up on wikipedia to see if it is what you want.
aSmack is a library for creating android xmpp-clients. It takes some tweaking to set it up and get everything to work, but once you do, it's neat.
EDIT: relating to the answer suggesting using the C2DM:
from the c2dm docs "Sending large numbers of C2DM messages":
Are you sending C2DM messages too frequently? If you need to communicate with your application frequently over a short period of
time, C2DM is probably not the best solution. Instead, consider
implemeting XMPP or your own protocol to exchange messages, and use
C2DM only to send the initial notification.
It sounds like Android Cloud-to-Device-Messaging might be what you need
Push notifications without the app having to keep a connection open
I would vote in favor of some message passing technique - like activeMQ, rabbitMQ, zeroMQ eor something like it. On the server side you may stick with java , or javascript ( like
node.js ) - such solution would provide most performance and minimal latencies.
If latency is not that critical, you may as well use REST calls with JSON